Study room time machine: Creating a virtual library escape game during COVID

被引:4
|
作者
Kretz, Chris [1 ]
Payne, Claire [1 ]
Reijerkerk, Dana [1 ]
机构
[1] SUNY Stony Brook, Stony Brook Univ Lib, Stony Brook, NY 11794 USA
关键词
Breakout games; COVID-19; library escape rooms; orientation; INFORMATION LITERACY GAME;
D O I
10.1080/10691316.2021.1975341
中图分类号
G25 [图书馆学、图书馆事业]; G35 [情报学、情报工作];
学科分类号
1205 ; 120501 ;
摘要
In Summer 2020, Stony Brook University Libraries had to envision an online library orientation strategy for incoming students due to COVID-19. As part of a virtual welcome program, librarians and staff collaborated across departmental lines to design and create a virtual library escape room called "Study Room Time Machine" (SRTM), a time travel narrative using Google products that incorporated different library resources and Special Collections and University Archival materials. This case study details the development of the game, the thinking behind it, and an overview of the game's initial eight weeks. Included is an assessment of the game's use by the targeted audience and lessons learned about implementing this type of game within a library setting.
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页码:273 / 295
页数:23
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